Way ahead of you. I just recently wrapped up tagging with that after identifying the last three tracks. I even gave six of them official OST names! The other two did not appear to be in the OST. Here you go: viewtopic.php?f=26&t=1168

Awesome, can't wait for site update.

I've been doing some preliminary work for console music history, and I managed to compile a (hopefully) complete list of SNES games without any dump available.

Already on the site, as far as I know:ColumnsNintendo Power Menu ProgramJeopardy! - Deluxe Edition (I believe KFF said all Jeopardy games use the same music)Jeopardy! - Sports Edition (Ditto)Sangokushi Seishi - Tenbu Spirits (to be added next update, heh)Speedy Gonzales - Los Gatos BandidosWheel of Fortune (I believe KFF said that all the Wheel of Fortune games use the same music)Wing Commander - The Secret Missions (Lumped in with Wing Commander, since Secret Missions used only a few new or remixed songs.)

Correct. All editions of Jeopardy share the same music, and all editions of Wheel of Fortune share the same music. Wing Commander - The Secret Missions was determined by Revenant to have almost identical music to the original, although I added on one track that I noticed was not on there (it had different instrumentation).

I actually attempted to do a lookup for more music for Nintendo Power Menu Program. It failed, because there was no more music in there. However, I did find some sound effects.

Clay Fighter 2 - Judgment Clay and We're Back! - A Dinosaur's Story are all ready, but they don't work on SNESAmp (The entire soundtrack for We're Back! - A Dinosaur's Story was not dumped by me minus a couple of sound effects, but the dumps were all good.). I was also the main dumper for two other SPC sets that are problematic on SNESAmp. One of them is even problematic on my SPC players (Good thing I have older versions of these applications! Actually, it's Audio Overload that runs it fine, but only on older versions.). The big bad problematic one is Shin Togenkyo. The other one is Mickey's Playtown Adventure.

With the exception of Shin Togenkyo (which to me uses a custom one-of-a-kind sound driver, all of the games in question use a SMSG sound driver. The ROM text alone will not solve this problem, as Bill Walsh College Football has the exact same ROM text for the sound driver as Mickey's Playtown Adventure. My instincts say it probably has to do with a type of instrument used by the sound driver that is going horribly wrong on SNESAmp... something is happening that is causing the channel to fail to be freed up on SNESAmp. For two of them, it sounds like these games are predominantly concentrating on the samples themselves ending (and thus may be reading a register that is not emulated correctly via SNESAmp). Something tells me the way the samples end might be causing the fault. What makes this especially interesting is that only two composers are affected by said bug: Russell Lieblich and Ken Allen. Ken Allen got away with Warpspeed because it did not use a Visual Concepts sound driver.

I am concerned with a couple of games that have music by either one of these two composers because they might be problematic on SNESAmp:- NHL '95 (Credits Russell Lieblich and Rob Hubbard for music and sound. Dieter Ruehle is credited for organ music. The SMSG version is 3.07w, produced 8/17/1994.)- Star Trek ~ Starfleet Academy Starship Bridge Simulator (Credits Ken Allen under Sound Effects and music. The SMSG version is 3.09i, produced 4/22/1994.)

The three problematic Visual Concepts games, for comparison:- ClayFighter 2 (Credits Ken Allen and Gregory R. Allen. The SMSG version is 3.12, produced 8/16/1994.)- Mickey's Playtown Adventure (Credits Russell Lieblich AKA Leiblich Sound Design for sound and music. The version is 2.8, produced 10/15/93.)- We're Back! A Dinosaur's Adventure (Credits Russell Lieblich for Music and Sound. The version is 2.8 WIP, produced 5/30/93.)

As for Shin Togenkyo, based on the fact that it horribly glitches on my later players, my best guess is that an opcode is read incorrectly. Since I heard it also fails on SNESAmp, a lookup of the source code is my best bet at directly hacking it to play on my SPC player. Perhaps if I can hack it to play on mine, maybe it'll also fix the bug on SNESAmp... maybe...

Mr. Bloopy - Saves the World is undumpable because I found out that the game used a pointer that went in time with the music. That's always bad news for me because that means the music data is most likely streamed.

_________________Just consider me your friendly SPC dumper. Also a bit of a perfectionist (though not too literally)... I make sure my dumps are at the first note. I might even hack away the SFX if needed.

Want a music modifier for a particular SNES game? All you need to do is ask via PM (or you can check out the Music Modifiers topic and post there) and I'll be on the job. ^_^

Here are the ones that I haven't put here yet (as well as some extras).

Zan II SpiritsMusic ModifierMusic808114A9808115xxLoop Switch8080C6xx8080D7xxThe range for the music is 00-11. The game crashes after 11.Please match both numbers in the loop switch for guaranteed results. Set to 02 to play a non-looping tune, or set to 03 to play a looping tune.

Now banks 0A-0D support sub-tunes 0A-0C. None of them are used, most likely due to a case of bad pointers. I know sub-tune 09 made it OK the first go round when I made a music modifier since it was paired with sub-tune 0D.

Universal SoldierRestore Sub-tune 0E80CA51EE80CA528280CA5306Most games erase songs when the pointers are zeroed out, but this one somehow survived.

Bing Bing BingoTitle Screen Music ModifierThe range is 01-06, 08-13. 07 has no music. There is no more music after 13.

BonkersCapcom Logo Music ModifierBank84C7C1xxSub-tune84C7CBxxEach bank supports sub-tunes 02-06. 04 is the one that gets modified for each bank. The range for the banks is 00-16 (there are some duplicates). 17-18 are simply bank 00. 19 crashes the game after playing nothing. 1A-24 all play bank 00. 25 crashes the game. 26-27 once again play bank 00. 28 plays a different bank, but it's not unique. 29-2A play bank 00. The game once again crashes at 2B. 2C-2D play 00, and the game crashes again at 2E. 2F-30 play bank 00, 31 crashes the game, 32 is more of the same (bank 00), 33 crashes the game... it goes on and on. Don't try the values above 16, because they're unsupported, and not unique. Tempo variations are not supported by the music modifier.

BreakThru!Title Screen Music Modifier81CB70xxThe range is 00-09. The sound effects occur after 09.

Cosmo Gang the PuzzleMusic Modifier7E002ExxThe range is 01-0C. There is no more music after 0C.

Zan III SpiritsAlthough I could have gone earlier, the code below is for the SPC dumper's convienience, as this game loads samples late and thus requires a data implant.Main Menu Music Modifier808300xxThe range is 02-16. The game crashes after 16.

_________________Just consider me your friendly SPC dumper. Also a bit of a perfectionist (though not too literally)... I make sure my dumps are at the first note. I might even hack away the SFX if needed.

Want a music modifier for a particular SNES game? All you need to do is ask via PM (or you can check out the Music Modifiers topic and post there) and I'll be on the job. ^_^

Clay Fighter - Tournament Edition is not undumpable: it's just that you were trying to get some bonuses. Actually, on some of the games with a Visual Concepts sound driver, I actually managed to dump the streaming samples because my music/SFX modifier directly accessed them (NBA Live '97 and NBA Live '98 both have streaming samples that I got away with, and I also dumped the opening organ samples from NHL '98 that were also streaming). It is only for the Visual Concepts games, though.

We're Back! - A Dinosaur's Story and Clayfighter 2 are not undumpable, they're just simply problematic on SNESAmp.

I have not hacked into the endings for either Zan II Spirits or Zan III Spirits.

And now we return you to your regularly scheduled music modifier codes:

NTT JRA PATMusic Modifier7E1008xxThe range is 01-02, 04, 06, 08, 0A. Any value before 20 that is not in range, except for 00, plays a test track instead. There is no more music after 20.

WarlockTitle Screen Music Modifier84F8C9xxThe range is 04-20. 00 plays nothing. 01-02 crash the game. 03 plays a piece of SFX. There is no more music after 20.

_________________Just consider me your friendly SPC dumper. Also a bit of a perfectionist (though not too literally)... I make sure my dumps are at the first note. I might even hack away the SFX if needed.

Want a music modifier for a particular SNES game? All you need to do is ask via PM (or you can check out the Music Modifiers topic and post there) and I'll be on the job. ^_^

Jurassic Park 2I actually just perfected this: Originally, I had the music modifier take place elsewhere, and I did not have a bank location or volume modifier. Reynard requested a music modifier for this one.Ocean Logo Music ModifierA381ADxx (Bank)A38186xx (Bank Location)A99A12xx (Sub-tune)A99A1Exx (Volume)

The range for the banks is 01-0C. The game crashes after 0C.

Set the bank location to 20 when using bank 03, 90 when using bank 06, and 80 when using all other banks.

The default volume for bank 03 is 60.The rest of the banks seem to take a default volume of 70.

Out of This WorldTitle Screen Music ModifierMusic ~ 80D990xxSample Pack ~ 80D462xxThe range for the music is 00-01, 03-05, 07, 09-0C, 0E. 02, 06, 08 are duplicates of 00. 0D is a duplicate of 0C. There is no more music after 0E.Music IDs 00-08 and 0C-0E use sample pack 00.Music IDs 09-0A use sample pack 01.Music ID 0B uses sample pack 02.

King Arthur and the Knights of JusticeWell, what can you say? I went for it anyways, and I found absolutely nothing new. Ah well, it was worth a shot.Music Modifier7E0F5Axx80F1B0A980F1B1xxSet 7E0F5Axx to the desired value, then add 01 and put that in 80F1B1xx.The range for 7E0F5Axx is 00-0E. The game crashes after 0E.

Mystery CircleTitle Screen Music Modifier8081EDxxThe range is 01-0C. There is no more music after 0C.

Ken Griffey Jr. Presents Major League BaseballTitle Screen Music Modifier80F4D3xxThe value must be divisible by 02.The range is 54-5C. 42-52 has no music. The game crashes before 42 and after 5C.Nintendo Logo SFX Modifier83DC76xxFor safety reasons, the value must be divisible by 02. Otherwise I suspect the SFX might go wrong.I haven't fully invented a range for the SFX yet. Part of the reason is that the SFX is not fully loaded at this point to my knowledge, and I seem to have not yet gone deep enough into the Software Creation sound driver games.The organ fanfares can be found at 1E-24.

Monopoly (Japanese version)Music Modifier81897FA9818980xx818981008189828081898305The range is 00-0C. There is no more music after 0C.

Monopoly 2Title Screen Music ModifierBank ~ 868182xxMusic/SFX ~ 8681EAxxMusic/SFX ID should be divisible by 02.Here are the ranges for each bank...

Ardy LightfootNote: this is for the Japanese version.Music ModifierMusic ~9A8287A99A8288xx9A828A80Sample Pack ~ 9A80CBA99A80CCxx8A82CE80From 00-4A, the two values must match. 4B-57 cannot be done this way, or else the game crashes.The range is 00-08, 0B, 0D-12, 18, 1A-1F, 32, 3D, 4B-4D, 50-53, 55. 20, 28 and 2A are duplicates of 00. 0A, 0C, 22, 2B are duplicates of 05. 57 is a duplicate of 07. 09 is a duplicate of 08. 15-17 are duplicates of 0F. 13 is a duplicate of 11. 14 is a duplicate of 12. 19, 4F are duplicates of 18. 54 is a duplicate of 1B. 24, 3C, 3E-4A are duplicates of 1C. 21, 23, 25-27 are duplicates of 1D. 33-36, 38-3B are duplicates of 1E. 29, 2C-31 are duplicates of 1F. 37 is a duplicate of 32. 4E is a duplicate of 3D. I think 56 plays nothing... 58 plays nothing, and the game crashes after 58.For all values from 4B and up not already mentioned as duplicates musically...4B-4C take sample pack 03.4D takes sample pack 08.50-53, 55 take sample pack 10.

Captain America and the AvengersMusic Modifier(Music)80B5AAF480B5AB0080B5ACxx80B5ADEA(Sample Pack)7E0417xxThe music modifier works outside of actually playing the game (as in Main Menu and cutscenes).The range for the music is 03-12.The range for the sample packs is 13-17. The game crashes after 17.Music IDs 03-04 take sample pack 14.Music IDs 07 and 0C takes sample pack 17.Music IDs 05-06, 08-0B, 0D-12 are wild cards (they take any sample pack).

Earthworm JimI reverse-engineered Revenant's music modifier (I got curious and wanted to see if I could go into more detail, as sometimes I find out that the original music modifier does not cover all) and tried to score big by potentially finding some hidden content. Well... the attempt was a bust because I didn't really find anything hidden, with the exception of one bank that was not referred to. However, I did discover that there are missing values. Main problem with these missing values is that the corresponding leftover data doesn't appear to exist.Music and SFX Modifier(Bank)C08164A9C08165xxC08166xxC08167EA(Music/SFX)C0815FA9C08160xxC0816100C08162EANote that the bank is a two byte parameter. It technically requires safe-cracking. Thus, the list of valid values are...

Bank 00 00-------Technically not valid because it doesn't really handle samples. Every single other bank covers this bank, actually.

Monster Maker KidsStill a WIP. I don't have the SFX portion, which contains at least one missing jingle not covered here.Music Modifier8293FFA9829400xx829401EA82940300 (if you want to listen to tune ID 00)The range is 00-19. 1A-26 are just simply tunes playing at a different point (I could be wrong, but they definitely don't appear to do sample pack switching). The game crashes after 26.

80FF00A980FF01xx80FF020080FF032280FF04E380FF059D80FF0681Repeat this set with incrementing addresses (you may only modify the second byte for each additional bank you load, which is the desired ID) until you're done with the last bank call, and then use 80FFyy6B to conclude the set, yy being the number of bytes you moved forward.

(Music/SFX)80A1B4xx

Here are the list of banks, along with specifications for each bank that may need additional banks (the key reason is that there might be missing samples if these were just loaded one at a time)

The game crashes if you're out of range on both music/SFX IDs and banks.

Super Aquatic Games Starring The Aquabats/James Pond's Crazy SportsMusic Modifier7E91F2xxThis music modifier is really only safe for the title screen. That's because I'm really just fooling around with a queue item.The range is 00-05. 06-1D, 1F-2C play SFX. 1E plays nothing. The sound is glitched after 2C.

Houkago in Beppin JogakuinTitle Screen Music Modifier80CB30xxThe range is 00-0A. 0B-15 sound like wrong sample duplicates at a different starting point. The game crashes after 15.Main Menu Music Modifier80CB49xx

Tin StarTitle Screen Music ModifierSample Pack ~ 80BB4AxxMusic ~ 80BB51xxFirst thing's first: both of these values must be divisible by 02. Now then...The game crashes before 44.44-46 have no real association with the music and thus are not recommended.Sample pack 48 supports 4C.Sample pack 4A supports 4E-60.The game crashes after 60.

Mary Shelley's FrankensteinOpening Music Modifier808091xxThe range is 01-09, 0B-0D. 0A is a duplicate of 04. 0E is a duplicate of 0C. 0F is a duplicate of 0D. The game crashes after 0F.Music ID 0A Restoration Code87994F4B8799502180F5160080F5178080F51AF380F51B07879981B18799822080F6CF07Music ID 0E Restoration Code8799571D8799582380F53EA980F53F9780F5423380F543048799919387999222Music ID 0F Restoration Code879959B087995A2680F548B880F549AC80F54C8780F54D028799955E8799962680F70A0880F70D0880F70E0680F70F0380F7100280F7110980F7120180F7130080F9170080F918FC80FC00C280FC013080FC022980FC03FF80FC040080FC05A880FC06E280FC072080FC08A980FC096180FC0A8D80FC0B4280FC0C2180FC0D4C80FC0E1B80FC0FF7

Music ID 0F has more codes than the others because the sample pack was too minimal and I had to relocate some code (this game does not do pointers as commonly as you might expect, sadly...) to pull this off.

_________________Just consider me your friendly SPC dumper. Also a bit of a perfectionist (though not too literally)... I make sure my dumps are at the first note. I might even hack away the SFX if needed.

Want a music modifier for a particular SNES game? All you need to do is ask via PM (or you can check out the Music Modifiers topic and post there) and I'll be on the job. ^_^

I did it anyways: I perfected the music modifier for Drakkhen (and it took me additional time to confirm the new music as well!).

DrakkhenTitle Screen Music/SFX Modifier8AE312xx (bank)8AE319xx (music/SFX)The range for the music is 08-0D, 20-2A, 40-45, 48-4E, 70, 80, B1, B7-BC, C4.The sound effects are located at 10-15, 18-1B, 2C-3F, 50-54, 58-61, 68-6F, 71-7E, 81-9A, A8-B0, B3-B6, BD-BF, C1-C2, C5-DE.All other values up to E7 are silence. For music/SFX ID 0C, set the bank to 0F.For music/SFX ID 68-DE, set the bank to A0.For all others, you can use 0E or any value that does not play music or SFX below E7.True Music & SFX Modifier(Sample Pack)8AE312E09DF47Cxx(Music/SFX)8AE319E19DF480xx (bank)9DF481xx (playback ID)9DF482xx (ID 1)9DF483xx (ID 2)Here are the ranges for each bank (as well as any notes on any IDs that prefer to be played with a second ID)...(Bank 00)Music: 01-03, 05-09SFX: 0C-0D, 10-15IDs 03 and 09 can be played with either playback ID 01 or 03. They must be used as the first ID if playback ID 03 is used.IDs 0C-0D, 10-15 can be played with playback ID 02 or 03. They must be used as the second ID if playback ID 03 is used.IDs 01-02, 05-06, 07-08 must be played together with playback ID 03.

(Bank 01)Music: 08-0D, 10-16SFX: 20, 28-2B, 30-39All music IDs can use playback ID 01 or 03. They must be used as the first ID if playback ID 03 is used.All SFX IDs can be played with playback ID 02 or 03. They must be used as the second ID if playback ID 03 is used.

(Bank 02)Music: 01-09, 0B-0DSFX: 10-18, 28-2B, 30-39IDs 01-09, 0B, 11-12, 14-18 can be played with either playback ID 01 or 03. They must be used as the first ID if playback ID 03 is used.IDs 10, 13, 28-2B, 30-39 can be played with either playback ID 02 or 03. They must be used as the second ID if playback ID 03 is used.0C-0D must be played together with playback ID 03.

(Bank 03)Requires sample pack 01 for proper playback.Music: 01-02SFX: 03IDs 01-02 must be played together with playback ID 03.ID 03 can be played with either playback ID 01 or 03. This ID must be used as the first ID if playback ID 03 is used.

Bank 04 does not support any IDs. Its only purpose is to act as a sample pack.

(Bank 05)Requires sample pack 04 for proper playback.Music: 09, 21SFX: 01-08, 0A-15, 1E-1F, 22-2B, 30-3FIDs 01-0B, 10-15, 1E-1F, 22, 24 can be played with either playback ID 01 or 03. They must be used as the first ID if playback ID 03 is used.IDs 0C-0F, 23, 25-2B, 30-3F can be played with either playback ID 02 or 03. They must be used as the second ID if playback ID 03 is used.

(Bank 06)Requires sample pack 04 for proper playback.Music: 0A, 10-15, 21SFX: 01-09, 0C-0F, 16-18, 1A-1B, 22-2B, 30-3FIDs 01-0A, 0C-18, 1A-1B, 21-22, 24 can be played with either playback ID 01 or 03. They must be used as the first ID if playback ID 03 is used.IDs 23, 25-2B, 30-3F can be played with either playback ID 02 or 03. They must be used as the second ID if playback ID 03 is used.

Also collecting a few stray music modifiers from other topics that didn't get collected here...

Power SoukobanMusic Modifier80F727A980F728xxThe range is 01-0F. The game crashes after 0F.Disable SFX loader at opening8080E4808080E502You must use this code for some music values due to a memory overflow.

Super Scope 6Title Screen Sub-tune Modifier80AA84xxTitle Screen Bank Modifier8F9407xxIn order for the bank modifier to take effect, you must trigger the demo once by waiting at the title screen. It also won't work more than one, or else the game crashes.We need safe-cracking on the bank. Here's the range for each bank...Bank 04 ~ 01, 03-08, 0A, 0C, 0E-10, 13-14, 18 (02 is a duplicate of 01. 09 is a duplicate of 08. 0B is a duplicate of 0A. 0D is a duplicate of 0C. 11, 16-17 are duplicates of 10. 12 is a non-fade-in variant of 07. 15 is a duplicate of 14.)Bank 12 ~ 01-0C

_________________Just consider me your friendly SPC dumper. Also a bit of a perfectionist (though not too literally)... I make sure my dumps are at the first note. I might even hack away the SFX if needed.

Want a music modifier for a particular SNES game? All you need to do is ask via PM (or you can check out the Music Modifiers topic and post there) and I'll be on the job. ^_^

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